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DAT441
Disruptive Design Strategies
20 credits
This module introduces students to practical and creative processes that encourage experimentation and prepare for HE workflows. Through conceptual understanding of artistic practice combined with technical production skills in a range of areas, such as 2D and 3D design, facilitate by industry standard design software.
100% Coursework
DAT442
Digital Cultures
20 credits
This module provides a comprehensive grounding to theoretical and practical contexts for contemporary digital media practice. It explores the history of new media and interactive art, highlighting connections between pre-digital technologies and contemporary media forms. Practical workshops to introduce and induct students to relevant hardware/software for media production, as well as a field trip to a relevant UK-based cultural centre, offer substantial resources to advance students’ work within digital and media culture.
100% Coursework
DAT443
Creative Coding
20 credits
This module is an introduction to programming and creative coding for digital artists and designers. The syllabus, topics, examples and style of teaching are designed to support contemporary techniques for the development of engaging interactive media projects, with a focus on interaction, graphics, video, animation, sound, and integration with live data sources. During this module, students are asked to develop a project that demonstrates their creativity and coding skills, and to produce a development journal to show deeper understanding of coding techniques and processes.
100% Coursework
DAT444
Digital Making
20 credits
This module covers fundamental topics on digital making and physical computing, providing an opportunity to develop interactive systems with the use of electronics, sensors, and physical outputs – such as lights and speakers. Through a series of practical lab-based sessions, students get hands-on experience in implementing their own digital systems for creative practice and artistic expression. Full access is given to maker space and digital fabrication facilities, which include design and making tools, such as 3D printers, laser-cutters, and CNC routers.
100% Coursework
DAT445
Media Design Practice
40 credits
This module focuses on digital media practice with contemporary tools that assist in developing engaging works in 2D, 3D, VFX, and animation formats. Design issues and technical production and distribution processes are investigated, combined with practical work with industry-standard software packages. Topics such as workflows, pipelines, assets, procedural creation, compositing, rendering, and more, are covered, providing rich content for producing professional media animations, 3D environments, and motion graphics.
100% Coursework
FAPY100
Stage 1 Placement Preparation
0 credits
If you’re undertaking a company placement in your third year, this module helps you find a suitable placement, and prepares you for the placement itself.
FAPY501
Stage 2 Placement Preparation
This module is aimed at students who may be undertaking an industrial placement in the third year of their programme or are looking for other work opportunities. It is designed build on the Level 1 module (FAPY100) and to assist students in their search and application for a placement and/or other work experience and in their preparation for the placement itself.
DAT551
Programming Audiovisual Experiences
40 credits
The module addresses advanced topics in programming for digital artists and designers. This includes coverage of a range of development practices including generative art, visualization/sonification and interaction techniques, advanced algorithms for animation. The module expects students to engage with programming and media design practices in creating professional interactive audiovisual compositions.
100% Coursework
DAT552
Virtuality & Immersion
20 credits
This module provides a firm introduction to virtuality and immersion – augmented reality, virtual reality, and dome environments. During this module, students explore and utilize a range of immersive technologies and design practices on subjects such as scientific simulation, virtual heritage, architectural visualization, and more. Techniques like 3D capture and photogrammetry are also introduced, and a range of resources are provided, such as AR and VR headsets, for developing complete immersive solutions, applications, and artworks. The module is optional, and it is recommended for students that are interested in pursuing specialization on immersive media.
100% Coursework
DAT553
Experimental Media Lab
40 credits
This module primarily focuses on production skills in developing digital media artworks for the year exhibition. Students will take a hands-on approach to the production of innovative interactive content in line with the theme of the exhibition. With the guidance of the teaching staff, the students enhance their creative methodologies and critical understanding of their work situated within contemporary art and media contexts.
100% Coursework
DAT554
Common Challenge: Creative Industries
20 credits
This module offers a comprehensive analysis of the contemporary creative industries. It explores the dynamic changes in key sectors that are brought about by the impact of new media technologies, quantified by a written response to the given context. Students will also in this module engage through a group research and development project to provide a speculative but achievable solution to a brief. Where possible this will be a live client.
100% Coursework
FAPY604
Digital Art and Technology/Internet Design Placement
An extend period of professional training (at least the duration of both teaching semesters - 36 weeks) spent as the third year of a sandwich programme undertaking an approved placement with a suitable company (either a paid placement or unpaid internship). This provides an opportunity for the student to gain relevant industrial experience to consolidate the first two stages of study and to prepare for the final stage and employment after graduation.
ADA600
Common Dissertation: Critical Practices
20 credits
The module engages students in situating practice through research, contextualisation and critical reflection, in relation to their final stage study and post University aspirations. Programmes can offer: a traditional dissertation; preparation for an extended dissertation; situating existing practice; or the construction of a new body of work as practice-based research.
100% Coursework
DAT667
Final Year Project: Research
20 credits
This module will introduce students to the principles of organising and carrying out research and planning for the Final Year major project task. The assessed outcome is an extended proposal that includes a review of critical and contextual sources relevant to project, proof on concept through evidence of prototypes/tests, and a plan of work. It is expected that this document will form the basis for your major project.
100% Coursework
DAT669
BSc Final Year Project and Showcase
40 credits
The project is student led, negotiated through close liaison with an allocated supervisor and developed from a student’s particular interests. The project comprises of a significant digital media production that should be innovative and experimental in its approach and placed within a critical context.
100% Coursework
DAT661
Realtime
20 credits
This module develops audio, visual, immersive, and interaction production skills with the specific application to a public exhibition space with a predefined theme. Students will draw from a variety of sources, disciplines and media that they have explore to this point on the course.
100% Coursework
DAT662
Everyware
20 credits
Through practical project work the module explores the evolution of the Internet of Things, the emergence of Pervasive Media and the application of Physical Computing. Projects are framed within a critical exploration of space as a cultural, social and technological phenomenon and models of architecture, communities and personal identity.
100% Coursework
DAT663
Gameplay
20 credits
This module develops audio, visual, immersive, and interaction production skills with the specific application to video game design. Students will showcase the developed prototypes at a public games showcase event at the end of term.
100% Coursework
DAT664
Venture Culture
20 credits
This module introduces students to the concepts of entrepreneurship through the practical exploration of individual, collaborative and organisational creative enterprise. Operating as a pragmatic vehicle for generating new ventures within the creative industries, the formation of prototype companies enables students to rehearse the commercialisation of their practice.
100% Coursework
UCAS tariff
96 - 112
Contextual offers: Typically, the contextual offer for this course is 8 points below the advertised tariff. A contextual offer is an offer to study at university that takes into account individual circumstances that are beyond your control, and that can potentially impact your learning and your exam results, or your confidence in applying to university.
Student | 2024-2025 | 2025-2026 * |
---|---|---|
Home | £9,250 | £9,250 |
International | £17,100 | £17,600 |
Part time (Home) | £770 | £770 |
* UK Government announcement on tuition fees
On Monday 4 November 2024 the UK Government announced a proposal to increase tuition fees for home undergraduate students from £9,250 to £9,535 per annum from September 2025 onwards. The University of Plymouth intends to apply this new fee from September 2025. However, implementation of this increase will be subject to Parliamentary procedure. The University will give further details to both prospective and current students as soon as more information becomes available.
Experience gained from live industry briefs, practical workshops and engagement with industry leads to highly skilled and employable graduates.
Graduate success
"Without the teaching at University of Plymouth, Elixel just wouldn’t exist... they encourage students to be entrepreneurial and think big."
Where will your future take you?
Creative director, digital consultant, interactive architect, game designer, digital artist, web designer, coder – the possibilities are endless.
Optional industry work placement
To enhance your degree experience and boost your future employability, you can choose to undertake a one-year paid industry work placement.
The exciting work going on in our research feeds back into the teaching on this course.
i-DAT
An Open Research Lab for playful experimentation with creative technology.
CODEX research
An international Postgraduate Research network operating in the volatile and dynamic space that frames new interdisciplinary art and design practices.
Faculty of Arts, Humanities and Business postgraduate research degrees
Our specialist areas of research excellence and postgraduate research opportunities.